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Pie Chart

Band 7+: The charts below give information about players of electronic games in South Korea in 2003. Summarise the information by selecting and reporting the main features, and make comparisons where relevant.

Image for topic: The charts below give information about players of electronic games in South Korea in 2003. Summarise the information by selecting and reporting the main features, and make comparisons where relevant.
Our system will evaluate the answer based on this AI-generated description.
The image features three pie charts titled "Age of players", "Gender of players", and "Types of games they like". The "Age of players" chart comprises three categories: Under 18 (39%), 18-36 (38%), and Above 36 (23%). The "Gender of players" chart is split into Male (72%) and Female (28%). The "Types of games they like" chart displays six categories: Actions (43%), Sports (20%), Racing (17%), Role-playing games (7%), Education (7%), and Others (6%).
Given the complexity of the image, the above description may not be entirely accurate.
Note: Both the topic and the answer were created by one of our users.

The provided pie charts illustrate the percentages of game players based on three categories including age, gender, and types of games they like in South Korea in 2003.

Overall it is clear to see that the number of gamers aged under 18 accounted for the largest share of the total, which mainly was males. In addition, action was the most popular kind of game among the six types mentioned.

Regarding the reports of ages and gender, the percentages of people who were under 18 and from 18 to 36 revolved around 39%, respectively; which were approximately 20% higher than the figure for players who aged above 36. Furthermore, 72% was the proportion of male gamers, which was more than three times as much as that of female ones at 28%.

In terms of types of games, action games attracted 43% players in the total share, followed by the figure for sports and racing around 20%, in each. Additionally, types of games such as: education, role-playing games, and others equaled approximately 7%, but the combination of three types accounts for one-fifth of the total share.

Word Count: 184

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The charts below give information about players of electronic games in South Korea in 2003. Summarise the information by selecting and reporting the main features, and make comparisons where relevant.

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